
However, we advise you to use these rooms for the joints or, if you really want to build another structure, at least make sure it has an extremely high energy cost. There is also another way to exploit the destroyed coils: after removing them we can also build a different structure from an energy junction and this one, using the residual energy of the coil, will not consume energy. Before building something we have to make sure that we have enough joints to make everything work properly, they are practically compulsory constructions and we recommend you to place at least a couple of them already at the first two levels. Yeah, energy: our base doesn't run on air and we always have to keep the energy consumption of the various structures under control. Removing simple alien debris gives you some bonus reserves (not many, but still better than nothing), working on alien machinery gives you more resources (more this time) and removing a destroyed coil gives you an excellent energy bonus by building an energy hub. Digging costs money and takes time, but it is absolutely necessary and, in the end, you also get some rather interesting rewards. Once you have the necessary manpower start digging, initially concentrate on the first two levels of the base and then, when you have enough resources and have built the first structures, start working on the last two (the deepest).

For this reason we advise you to immediately accept missions that involve an engineer as a reward, "buying" one on the black market costs a lot of resources and, in the early stages, you can't afford to be too wasteful. Before we start working on the individual rooms we have to remove all these unwanted objects and to do so we need a good number of engineers right away. At the beginning of the game you find yourself with only one free space while the others are all occupied by alien debris, alien machinery and destroyed coils. there's only digging to do.īefore we talk about individual structures, we need to go through the pre-construction phase. So let's start, have you recovered enough engineers? Instead, in these pages we try to give some useful advice by presenting the various constructions and indicating the most important ones. The purpose of this guide is not to indicate a precise order of structures to be built, the ideal base does not exist and the player must make his choices based on his style and the results he wants to achieve.


Managing the base well is essential to win a game a XCOM 2 : throwing valuable resources into unnecessary facilities can be very damaging and, without the right attention, you may find yourself at a standstill.
